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All posts for the day April 4th, 2011

Drawing
English | QuickTime (MOV) | 1024×768 | 8.83 Gb
Genre: eLearning
This is a collection video training about Autodesk 3ds Max software provide powerful, integrated 3D modeling, animation, rendering, and compositing that enable artists and designers to more quickly ramp up for production. The two versions share core technology and features, but offer differentiated experiences and specialized toolsets for game developers, visual effects artists, and graphic designers on the one hand, and architects, designers, engineers, and visualization specialists on the other.

Achieve Believable Lip Synchroniszation in 3ds Max
Your Media Key is: 002-02212008-080
Learning Objectives
– Traditional Animation Approaches
– 3D Typical Approaches, visemes
– Create and enhance morph targets
– Lip-sync process, and automation of the lip-sync process
– Reference Books, Q&A Session

Advanced Animation Effects Using Simple But Effective Rigs
Your Media Key is: 07-2012-08
Learning Objectives
– How to create automated secondary motion for a tail
– How to create automated secondary for a mech arm
– How to merge rigs
– How to stick an object to a dynamic surface

Anaglyph Stereoscopy Techniques
This presentation covers the theory and practice of furthering the illusion of 3D by using stereoscopic techniques. Louis covers the approach of an easy camera setup with rules for efficiency. Next, he demonstrates the process of a true camera setup . Finally, Louis explains the method of anaglyph stereoscopy for red/blue glasses. This includes a chapter on compositing in Autodesk Combustion. Please note that although much of the presentation is conducted in 3dsMax, these techniques can be applied in Maya as well.
Use this serial : 04-2012-016
Learning Objectives
– Easy Camera Setup
– True Camera Setup
– Combining the Eyes
– Compositing in Combustion

Design Visualization
Focus is on 3ds Max as a tool for presenting client visions such as architectural and product designs The primary focus will be on materials and lighting within 3ds Max Includes integration with Autodesk Combustion will also be explored including RPF, the discreet olor Corrector and Render Elements Authored by Gary Davis, certified training specialist for 3dsMax, Combustion and Toxik. He regularly acts as instructor at the Oregon3D and Planet Digital training centers
Learning Objectives:
Presenting:
Architectural designs
Product designs
Materials and lighting
Integration with Autodesk Combustion
RPF
Discreet Color Corrector
Render Elements.
Use this serial : 002-05142007-080

Film Visual Effects in 3ds Max
The first part of this class will overview the process for creating digital pyrotechnics through particles and fluid simulations. Explosions, fire, smoke and various other effects as well as various creature effects. NOTE: The techniques demonstrated in this presentation equire the following plug-ins: FumeFX created by Sitni Sati (available on the Autodesk eStore) and Particle Flow Tools created by Orbaz Technologies.
Use this serial : 002-06212007-075

Hair And Fur in Commercial Production
Your Media Key is: 002-01282008-080
Learning Objectives
– UI setup and tools
– Grooming pipeline
– Rendering hair as geometry
– Cloth driven hair setup
– Other uses for hair

Rapid Tools Development
Rapid Tools Development will focus on best practices for user interface creation and the optimal workflows for designing artistic tools in the shortest time possible Authored by Borislav “Bobo” Petrov, Technical Director of Visual Effects at Frantic Films
Learning Objectives: User interface creation Optimal workflows for designing artistic tools
Use this serial : 002-04282007-070
Learning Objectives
– User interface creation
– Optimal workflows for designing artistic tools

The Emergence Of The Architectural Film Using 3ds Max In Architectural Animation
– Using the language of filmmaking, visual effects, motion design, and architectural illustration, explore elements of pre-production such as pre-visualization and animatics
– Animation with a heavy emphasis on camera moves
– Post-production techniques including rendering, creating and using matte passes, and utilizing render passes
– The class uses a “movie-breakdown” and “shot-breakdown” approach to illustrate the various methods
– There is also some discussion of optimizing workflow with MAXScript, as well as scene and file organization
Use this serial : 002-02282008-080
Learning Objectives
– Industry Make-up
– History of Arch-Vis
– Camera Animation
– Waterfall Example
– Post Production, Rendering, Render Mattes

The Quest For The Make Art Button
Your Media Key is: 02-2008-088
Learning Objectives
– Scripting & the Creative Process
– Procedural Modeling & Animation
– Cyclograph Scripts
– Growing Hierarchical Structures

Whats New In Autodesk 3ds Max 2008
Your Media Key is: 08-2008-18
Learning Objectives
– Viewport & Modeling Enhancements
– Modifier & Mapping Enhancements
– File and Data Scene Management
– Performance & Speed Enhancements
– Mental ray & Animation Enhancements

Building a Character for Games
Get the inside story with Building a Character for Games where an industry professional reveals the intricacies of character modeling. Using the library of body parts included on this DVD, build a low-poly model that is optimized for game play and then refine it to reate the hi-poly model you need to generate normal maps. Work with symmetrical and asymmetrical geometry; add just enough detail to make the character stand out; adjust smoothing groups as needed. Learn to identify trouble spots and avoid quirks that would otherwise come up during the debug phase in a professional games pipeline.
Finally, admire your results in a convincing human figure that is ready for rigging.
Learning Objectives
– Original Idea and Concept Art
– Starting the Low-Res Model with the Arm
– Adding the Face
– Working with Details and Smoothing Groups
– Adding Asymmetrical Detail
– Adding Detail to the Hi-Res Model
– Creating Rivets
– Adding Anatomical Detail
– Fine Tuning and Finishing

Character Rigging Think Outside the Box
Learn a variety of character rig creation methods Authored by Laurent M. Abecassis, founder of Di-O-Matic, a company that develops character animation plug-ins and custom plug-ins for 3ds Max as well as interactive training CDs
Learning Objectives:
Creating Interactive Tools to Improve Your Workflow
Correcting Motion Capture Animation on a Biped
Using Mesh Slicing for Better Character Rig Approximation
Creating a Complex Rig in Minutes
Use this serial : 003-16042006-004
Learning Objectives
– Creating Interactive Tools to Improve Your Workflow
– Correcting Motion Capture Animation on a Biped
– Using Mesh Slicing for Better Character Rig Approximation
– Creating a Complex Rig in Minutes

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3dworld
3D World – May 2011 (UK) | .pdf | 47.6 Mb
3D World the best-selling international magazine for 3D artists

3D World is the best-selling international magazine for 3D artists, covering the fields of animation, VFX, games, illustration and architecture. Each issue provides analysis of latest trends in the market, artistic and technical advice, impartial product reviews, and exclusive behind-the-scenes articles on the making of key projects in this fast-paced industry. For those wanting to improve their technical skills, the magazine provides tutorials, tips and step-by-step guides covering every major 3D software package, from freeware to professional applications such as 3ds Max, Maya, Cinema 4D, LightWave 3D and Softimage.

Download:
http://www.url-dead/file/490197871/3DWorldMay2011.rar
—or—
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UDK
English | PC | Windows | Size: 1.32 Gb
Genre: Developement Software
UDK is Unreal Engine 3 – a complete professional development framework. All the tools you need to create great games, advanced visualizations and detailed 3D simulations on the Pc and iOS. The best tools in the industry are in your hands. Unreal Engine 3 has been used by game developers, researchers, television studios, machinima directors, artists and students. If you have an idea that needs to be brought to life in a game engine, UDK is for you.

Why UDK
Only UDK has the power, flexibility and track record of Unreal Engine 3. These tools have been proven with countless releases and dozens of awards. There is no better way to make awesome games on the Pc and iOS than with UE3.

News from Epic Games
March 2011 UDK Beta released: March 9, 2011 – Epic Games, Inc. has released the March 2011 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.
Epic recently presented a brand new Unreal Engine 3 real-time demonstration entitled ”Samaritan,” which leverages DirectX 11 support, high-end rendering features, NVIDIA APEX physics technology and other engine upgrades. These new technical additions are now available in the March build of UDK.

Important DirectX features now shipping with UDK include:
– Tessellation and displacement;
– Geometry shaders;
– Multisampled textures; and
– Shader Model 5.

High-end rendering features include:
– Image-based reflections that allow surfaces of any shape to reflect an approximate version of scenes, with varying glossiness across surfaces, anisotropic HDR highlights and anti-aliasing;
– Subsurface scattering (SSS) that simulates the light that scatters inside semi-translucent materials, making character skin come alive;
– Anti-aliased masked materials that super sample the edges of masked and alpha-tested materials, making character hair more look realistic than ever before;
– Deferred rendering with MSAA support;
– Bokeh depth of field providing close to film-quality DOF, with artist-controllable Bokeh; and
– High-quality dynamic shadows from many lights on the environment, such as shadows for point lights and other light sources.

NVIDIA’s APEX technology has also been integrated into the engine and ships with UDK.
In addition, Epic has raised the royalty-free revenue threshold for UDK commercial developers. Under the new license agreement, developers don’t pay any royalties until their total revenue exceeds $50,000 (US). Beyond that, developers keep 75 percent of each dollar they receive and Epic receives 25 percent.

UDK projects can be promoted to the community in the Works in Progress forum and the Released Projects forum.

March Beta Upgrade Notes
– DirectX 11 is now supported in UDK!
– Adaptive Bokeh Depth of Field (DOF)
– Dynamically shadowed image-based reflections

Rendering
– The ability to scale effects (such DOF and bloom) with the view size was added. Post Process Effect -> Scale Effects with View Size
– The ability to use tiled normals on fluid surfaces and any material was added.

Unreal Landscape: UDK’s new terrain system
– Support for ZBrush-style painting
– Support for tablet sensitivities
– Option to auto-update weightmap mipmaps while painting layers
– Perlin Noise in the Noise tool available
– Support for thermal and hydraulic erosion

NVIDIA APEX Support
– NVIDIA APEX technology enables artists to quickly generate physically simulated clothing and destructible environments. For more information on APEX, please visit: http://developer.nvidia.com/object/apex.html

Unreal Editor
– To enable the DX11 renderer in the editor: View -> Preferences -> Enable DirectX 11 Rendering
– The ability to see which DOF layers are in focus is exposed through a new show flag.
– Image reflections are now toggleable via Unreal Matinee.
– The checkerboard background in the texture properties window can be toggled through a toolbar option.
– Importing morph targets from FBX files now uses multi-threading to speed up the importing process.
– The FBX importer now supports importing lightmap UVs from FBX meshes that have more than one UV set.
– The error reporting when loading packages and maps that have missing objects has been improved.
– Matinee now supports jumping on the visibility interp track.
– Double-clicking anim notifies within animations focus shifts and expands the notify in the properties panel.

PC specs:
Recommended System Requirements for Content Development:
Windows 7 64-bit
2.0+ GHz multi-core processor
8 GB System RAM
NVIDIA 8000 series or higher graphics card
Plenty of HDD space

Minimum System Requirements for DX11 Development:
Windows Vista
2.0+ GHz processor
2 GB system RAM
3 GB Free hard drive space
DX11 Graphics Card:
Nvidia: 400 series or above
ATI: 5000 series or above

Download:

http://www.udk.com/download

Mirrors:
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